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L&L 8/19/13: The Final Countdown
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<blockquote data-quote="Salamandyr" data-source="post: 6172462" data-attributes="member: 40233"><p>I'm not saying there aren't exceptions...but Sunless Citadel isn't one. I'm not even sure <em>The Village of Hommlet</em> is one. I know of groups that decided to slaughter everybody in Hommlet, because they were both easier to kill and richer than the cultists in the Moathouse, but I don't think that's necessarily how EGG (the master of placemat adventure locales) intended it to go down.</p><p></p><p>In most cases, you can usually tell that the writer approached the adventure from the perspective of "OK, first the adventurers will do this, and then they will do this, and then eventually they'll meet this big bad...voila climax!" I think one of the things about earlier adventurers is not that they didn't have these intended storylines, it's that they were really bad at signalling players to go in any particular direction to get to that story. Without being given a reason to go right, half of all parties are going to go left.</p><p></p><p>Then of course module designers went too far the other direction, and we got the classic "railroad" adventures of the 90's.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6172462, member: 40233"] I'm not saying there aren't exceptions...but Sunless Citadel isn't one. I'm not even sure [I]The Village of Hommlet[/I] is one. I know of groups that decided to slaughter everybody in Hommlet, because they were both easier to kill and richer than the cultists in the Moathouse, but I don't think that's necessarily how EGG (the master of placemat adventure locales) intended it to go down. In most cases, you can usually tell that the writer approached the adventure from the perspective of "OK, first the adventurers will do this, and then they will do this, and then eventually they'll meet this big bad...voila climax!" I think one of the things about earlier adventurers is not that they didn't have these intended storylines, it's that they were really bad at signalling players to go in any particular direction to get to that story. Without being given a reason to go right, half of all parties are going to go left. Then of course module designers went too far the other direction, and we got the classic "railroad" adventures of the 90's. [/QUOTE]
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L&L 8/19/13: The Final Countdown
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